Jump to content

nemises

Members
  • Posts

    1552
  • Joined

  • Last visited

Everything posted by nemises

  1. ^^ seems reasonable.... They are adding in the patch the ability to trigger a ground flare at a location. Also, I've noticed the FARP's have lights that go on if it is dark enough. Would be good to have a static object that generates light, and can be enabled. I rather like the idea from Op:Flash (the original) , where vehicles can have their headlights triggered on and off .... I can imagine a ring of trucks turning on their lights to mark a temporary (ie stealthy) FARP
  2. ^^ they have confirmed that it is their goal , but I dont know if they will ever 100% confirm untill just before release.
  3. I use slider1 on the throttle , mapped as an axis (zoom view) .. good control, tho the slider is a bit jumpy
  4. ^^ yeah, it wouldn't work in the open-ended airquake online server scenario... I'm more thinking in terms of any big organised events wih pre-planning etc..aka red flag / black sea showdown / co-operative archer etc... where the planning stage work out how many of each type of aircraft to "buy" , and then people sign up to fly em.. ..like I said, just a thought
  5. I have thought of a nice way to work with disparate airframes / technologies, if, some time in the future we have all of the DCS modules up and running. Each airframe is worth a value. In the setup of a large mutliplayer scenario, each side (red / blue) has a "budget" and can "purchase" the airframes they want up to the level of their budget. The lower tech airframes (Ka50, mi24, AH64a, su25) are inexpensive compared to the high tech airframes (A10c, F16c, F15c etc..) and so it is a compramise between the number of airframes you can "afford" and the relative technology levels. So you might choose to purchase 4x KA50's , or 1 x A10 with the same "money" to achieve the same goal... In this way, all of the airframes might get used , not necessarily because they are the best for the job , but because the "budget" is worked out in such a way that it is the most efficient use of it. If this kind of system can be utilised (say in big red flag type events) , then I can see ALL ariframe types beeing used and beeing useful, rather than everyone flying the high tech range killers. ..just an idle thought.
  6. great!...why does the reviewer say that Datalink isnt supported bewtween wingmen though ? .. it most certainly is, both AI and human in MP.
  7. Hyper lobby doesnt support BS..the BS server browser is pretty good...it updates new servers withing a minute or two of them going online...
  8. ...I also always flew with rudders in "steering wheel" mode before Blackshark, because I didn't know any better and it seemd more logical to me (ie its like a steering wheel on your feet!)! ... have now modified all of my profiles for various sims to use the step-on-the-ball , aka correct setup..lol
  9. ..there are some great screenshots of the updated Tornado model in DCS in the screenshots section....seems to be very very detailed.....!....suspiciously detailed :/
  10. I wonder then if it could hook onto a triggered message ... set a trigger to send a particular message, which acts like a /load:x command in servman ? ...allthough, then i guess its tricky as im not sure what sort of context triggered messages are sent in, or if servman can see them, or just chat log. anyway, sorry, wont keep hounding on it...I guess I should STFU and try to see how it's done in the scripts instead ;)
  11. no, it can only be done by the unit that is beeing damaged, not the unit doing the damaging.
  12. I think the laser fires for 30 seconds each time you lock, so ranging should be good whenever you have a number at the bottom of the shkval...of course, the max return range seems to be about 13kms give or take..
  13. To refine that a bit, a lot of these trigger conditions can be used for "behind the scenes" processing, like time keeping, or complicated probability. Using the flags to store bits, and the condition types to define how things work you can actually achieve basic computational functions. At one point I was looking at ways to have reccurent but scenario relevant status messages come up in a mission, and ended up building a clock! using a truck driving on a circuit way out in turkey somewhere, triggers, mobile zones and front conditions all so that a mission relevant message would show up every xx seconds / minutes. ...unfortunately it doesnt work in multiplayer properly yet (unsure of why, but setting flags on / off in MP sessions seems to not work..) .. and I've put such shenanigans on hold until the patch comes out.
  14. yeah, it'd be good if you could pre-set that stuff (frequency and ID number) as part of the parameters of the aircraft in the ME...but ah well..people just haveto not be so impatient, and actually set up the aircraft properly BEFORE takeoff...not be so eager to get to the fight that there is 8 Commanders on Id1 on 127.500 , lol
  15. a front condition is a trigger that will do the action when you enter the zone , but will not repeat the action while you are in the zone, but if you then leave and re-enter the zone, it will do the action again (as opposed to a normal trigger zone that will only trigger once and then go dormant) A good example of this is the 3rd or 4th mission in the deplyment campain, where everytime you flew near to the friendly column you are escorting, a random audio message will play Continuous triggers could be used for warning messages...say set a contiuous trigger with a zone, and the action is a message and delay "beware, you are in the zone!" ... this will continue to trigger the message and delay action whilst you are in the zone, so you will continue to get that message everytime the delay expires on the action, rather than the message playing once and once only as with a normal trigger.
  16. make sure you also have allowed those ports in any software firewall you are running...
  17. Great work mate, loving it so far
  18. There is a huge thread and discussion about this exact problem. Still not 100% clear if it is hapenning "as planned" or if there is a bug, but I know the ED guys were looking at it and could replicate. You can avoid the problem by turning the laser into standby between targets , or at least between groups of targets I believe. Unsure about the heli listing, unless you are launching BIG ordanance , in which case it is the weight distribution imbalance.
  19. ^^ just saw your other post about question 2 there.
  20. ...if using flags, I believe that Flag values ARE NOT evaluated by multiplayer clients. It will work if testing the map as local client (ie on the machine that is hosting the map) , but not for MP clients
  21. I also use the saitek pedals, no problems. Make sure you have the latest Saitek drivers installed
  22. We are running this on the 104th server (along with Servman) , seems to be a great mission! 2 questions about it: 1) White 1 seems to have an AI wingman ? ... 2) I need to test this, but the first time I ran up the mission on our dedicated and unpaused, all of the sound files played at once to the client....htere were too many people on and playing for me to restart the mission and check if the same thing hapenned, but will do so later.
  23. ^^ was great flying with you Nightshift .. hope to see you on again some other time.. We run the 104th DCS server Mondays and Tuesday (for now) , the rest of the time it is a LOMAC server. As above, we also run a didicated TS server, so...heh..jump on our site for the details ;)
  24. Hi Acedy.. Great stuff, really great! I wonder if I could be so cheeky as to request a feature ? Since it is not implemented in the game, I wonder, is it possible to implement for Servman to rotate to the "next" map based on ingame functions (perhaps flag set, or even a triggered text event?) .. I guess to extend this idea out, is the implication that a mission builder can build multiplayer "campains" in such that is a triggered event is set (ie mission victory, or a flag, or whatever) , then Servman will load the new mission. This allows mission builders to keep the maps discreet, and not have to design them to be too dense. This can allready be done manually using Servman, and /mvotes , so , just a thought. Issues I can see with this request are, I don't know if flags are correctly parsed, or their states can be exposed. I'm also not sure how servman would "know" which particular map to rotate to. Still... just thought I'd pitch the idea.. Thanks for your great work mate. PPS. I believe the 104th Dedicated server (running Mondays and Tuesdays) is also beta testing the Servman admin mod, and will look to add a bunch of new missions to the pool ASAP as a result.
  25. Gotta say Acedy, that so far, my experience with Servman is that it is excellent , and really does significantly improve the dedicated BS multiplayer server experience....I can't think of much more that could be done to improve further without the addition of a non gui dedicated server.exe...full props man! What is missing in MP BS, at this stage, is content!...BUT, I have a feeling that the coming improvements to the ME and multiplayer triggers could very rapidly change that. What the "community" needs (now that we "have" servman) is good missions for 2 - 8 players , that can account for the differnt numbers of people , and also provide for the fact that people are going to be spawning in and out over the course of the mission. A VERY tough job , when you only have a 1 page Briefing to go off!..but, I'm very optimistic about this going forward. Now that missions can be restarted, or changed .. or dare I say even triggred to change! (Acadey?) by game events, then small containable missions can be built, rather than trying to make a behemouth that will stand up to 10+ hours of 8 players stomping all over it. ..to get back on topic, improving AI will certainly add to the immersion of the game, but I think a good set of multiplayer missions that can be strung together with some random elements , and honest goals will take MP BS much further forward... ..bring on the new triggers!
×
×
  • Create New...